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Poll Result: Which Knighthood to Join

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Welcome back Greyhawkers. This week I'm musing over the results of my last poll, Which Knighthood Would You Join? Easy enough, let's look at the knightly orders of the Flanaess:

Coming in at a surprising first place (28%) is the Knight Protectors of Aerdy. This ancient order hails from back in the heyday of the Great Kingdom of Aerdy and until the rise of the evil dynasties of Ivids and St. Kargoth's death knights, was the premier order in the world. The Protectors included followers of war deities HeironeousandHextor, united in a lawful cause to keep the kingdom safe. Currently the order is scattered and in hiding in places like Ratik and among the Iron League.

Why join the Knight Protectors? Certainly to help reclaim the glory of old Aerdy from the hands of evil. To rebuild an order that is so dormant that their heraldry is no longer in use (crowned sun guarded by a white axe and red arrow). Being a Knight Protector these days is like King Richard returning from the crusades, you'll have to remain in disguise from your own countrymen until the time is right. It's a difficult road, but the Protectors has the biggest heroic payoff.

Second in the poll is a tie between the Knights of the Hart and the Knights of Luna (21%). The Knights of the Hart and the all-elf Knights of Luna share much in common but have their own issues as well. The Hart have three branches, the Knights of Furyondy, Veluna and the High Forest (all elves). These knights defend against the regional threats, primarily the Empire of Iuz to the north. This gives them common cause with other orders like Luna and the Knights of Holy Shielding, but heated rivalries among them (and neighboring nations) keep them from uniting fully. Luna is in an even worse position. Primarily serving the isolationist realm of Celene, this order is more focused on its closest threat the Pomarj even though they agree with their cousins in the Hart that Iuz is the biggest danger.

Why join either? The best reason for the Hart is they are open to anyone from commoner to noble if they possess the skills, bravery and loyalty to their respective nation. Velunan knights also count clerics among their numbers now and the High Forest naturally, likes those who are skilled in the woods (rangers). Luna is more reserved, usually accepting gray and high elves only, but they do take wizards where other knighthoods do not. Unfortunately, they are becoming more opposed to their queen who eschews problems outside their borders. The Luna do quest abroad but are required to tithe back Celene. On the upside, their leader is the renowned wizard-warrior Melf, Prince Brightflame.

Third in the poll is the Knights of the Watch (16%), who serve the Kingdom of Keoland and its satellite nations. The focus of the Watch is to guard against barbaric incursions from the west (Baklunish and giants) into the Sheldomar Valley. At one time this order (which arguably the largest population to draw from) had 600 members, more than all other orders combined! More recently the order has split into two branches, the regular Knights of the Watch and the Knights of the Dispatch which are more proactive in hunting threats.

Why join the Knights of the Watch? Well besides being easiest to gain entry, this order is good if you want a strong established morale code. Their Twelve and Seven Precepts fits well into many religions of the region from St. Cuthbert to Mayaheine or Pholtus. There is also ample room for promotion within the order, each having a more grandiose title than the next. If you are a ranger or rogue the Dispatch is also within reach since they are more into skirmish tactics than their Watch brethren.

Last in the poll is the holier than thou Knights of Holy Shielding (14%) of the troubled Shield Lands. This order was once mighty and proud, defending against simple threats in the north such as bandits and nomads. Since the rise of Iuz however, their numbers have been diminished and the order pushed out of their homeland, forced to rely on the hospitality of their old rivals the Knights of the Hart. Their War of Reclamation rages on to this day.

Why join the Knights of Holy Shielding? If you are a paladin or cleric of Heironeous there is no greater respect given by commoners than to this order. Other knighthoods and nobles might scoff at the arrogance of the Holy Shielding but they are not at the vanguard of evil every day. If you want a challenge of martial prowess then this order is for you. Given the results of the poll, many fans indeed cannot stomach this knighthood. 



Blog Redesign Idea

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Hey Greyhawkers! This weekend I've been contemplating upping my blog game instead the usual melancholy thoughts of hanging it up! Before I did anything I decided I need to air my ideas and perhaps get some feedback. I'm lazy and might not do anything after all, but at least this could get the ball rolling. What do I have in mind?

A slight change in website design/layout. With some added content if I can ever get it done. The front page elements would stay the same or be rearranged. What I'd like to add however, is some more focused Greyhawk primers for various topics like Deities, Nations, Power Groups, etc. The Greyhawk primer I wrote a couple weeks ago has made me realize I cater too much to old fans, but I have a chance to be a hub for new gamers needing easily digested info on Greyhawk. One thing also: having wikis with Greyhawk info is great if you know what you're looking for, but having essential material presented in one location is the next best thing to a setting book.

Speaking of which, I know others have done 5E conversions for Greyhawk. Greyhawk Reborn is doing good things in that regard, carrying on the old timeline. I am more aligned to Greyhawk Grognard's feel to bring 5E Greyhawk back to the old 576 CY starting point. So, while I'm no expert at game design, any Greyhawk primer I do will be fluff not crunch. I'd try to focus on what's important or relevant for new gamers and then crosslink to any "advanced" information I can find online either on 3rd party sites or on my own blog.

Brainstorm over.

Birthplaces for Tieflings and Dragonborn

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Welcome back friends of Greyhawk! In an effort to balance my last post, which had little to show off, I threw together this nice randomized chart based on the character birthplace charts in the 1983 boxed set Glossography. This one is for you 5E fans who like to use the playable races of dragonborn and tiefling which actually became popular during 4E and survived going forward. Fiend-blooded tieflings in fact go farther back to 2E when they were a playable race in the Planescape setting. Along those lines I'm not sure how closely dragonborn are to Dragonlance's draconian race, so there's that precedent, but their current origins derive from 3E as magically transformed servants of Bahamut (thanks Armitage).

Disclaimer: despite being official D&D, neither is truly a Greyhawk favored character race to use. There is no published regions that currently support these uncommon races. The goal of this chart is to show that tieflings (those of infernal heritage) and dragonborn (enhanced lizardmen essentially) can have a place in the Flanaess. They could be from scattered tribes found in the darkest recesses of the map or found among the urban masses of Oerik's major cities. *Even more plausible is that these races come from "Beyond the Flanaess" where across vast prairies and over widest oceans there is rumors of draconic cultures and decadent civilizations yet undeveloped. Only recently, has these races come into contact with this part of the world and may yet join the ranks of Greyhawk's heroes. 

Enjoy.

BIRTHPLACES FOR UNCOMMON CHARACTER RACES
Area
Tieflings
Dragonborn
Most Common
Alignment




Amedio Jungle
01-02
01-02
CN
Bandit Kingdoms
03-07
03-06
CN, CE, NE
Beyond the Flanaess*
08-30
07-29
Any
Blackmoor
31-32
30-31
LN. NE, LE
Bone March
34-35
32-33
N, CE, CN
Bright Desert
36-37
34-35
CN, CE, N
Dreadwood
38-39
36-37
CN, N, CG
Dry Steppes
40-41
38-39
Any
Dyvers
42-44
40-41
Any
Ekbir
---
43-44
LG, NG
Fellreev Forest
45-46
45-46
CN, N, CE
Frost, Ice or Snow Barbarians
---
47-48
CN
Great Kingdom
47-51
49-50
Any
Greyhawk
52-56
51-55
Any
Hepmonaland
57
55-56
CN
Horned Society
58-60
57-58
LE
Irongate
61-62
59-63
LN, NG, LG
Iuz
63-67
64-67
CE, CN, NE
Keoland
68-69
---
LN, NG, CG, CN
Ket
70-72
68-72
LN, LE, N
Land of Black Ice
---
73-75
CN
Nyrond
73
---
LN, LG, NG, CG
Perrenland
74-76
76-78
LN, LG, N
Pomarj
77-79
79-81
CE, CN
Rel Astra
80-82
82-84
Any
Sea of Dust
83-84
85-87
CN
Sea Princes
85-87
---
CN, CG, N
Tenh
---
88-89
LN, N
Tusmit
88-89
90-91
LE, LN
Ull
90-92
92-93
CN, CE
Vesve Forest
93
94-95
CG, CN, N
Wild Coast
94-97
96-98
Any
Zeif
98-100
99-100
LN, N

Return to Greyhawk on Twitch

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Welcome again fans of Greyhawk! This week I am promoting a new venue of Greyhawk entertainment on Twitch called Return to Greyhawk. This is a live D&D 5E campaign and I'm jazzed about this particular channel given the rise in popularity of streaming D&D tabletop groups, mainly because Return is the first I'm aware of actively presenting themselves as a Greyhawk game.
I watched most of their first session last night and it was everything you'd expect in a tense, hard fought D&D adventure (no spoilers), but I went back and re-watched their opening video to episode one and it's AMAZING! Please watch this if nothing else, it's a lovingly crafted intro to a new campaign; you won't be disappointed in the overview it gives to the World of Greyhawk setting.

Here is the cast of characters:

Alessa Amodovar (Human Wizard) played by May / @liqquidfire
Luciano Venturi (Human Cleric of Olidammara) played by Travis / @binaryfyre
Elara Kelm (Elven Rogue) played by Dani / @ImperialScum
Kallic Kelm (Hal-elf Ranger) played by Michael / @LoserMLW
Nilly Belovar (Half-elf Bard) played by Bree / @npcbree 
Merrick Saewolf (Human Bloodhunter) played by Josh / @WingedHorizon

and Dungeon Mastered by DMShane / @MageandSage



After the first session, the cast gave away a prize to one lucky viewer, a copy of the classic module Mordenkainen's Fantastic Adventure. Sadly I didn't win this prize (already own it) but I will be back for more. For those wishing to join me, expect the party to be back in action, live on Sundays 7pm to 11pm (est). Carry on, Greyhawk!

Xanathar's Guide to Everything

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Heya Greyhawk fans, today I'm perusing my copy of the popular new 5E rulebook, Xanathar's Guide to Everything. Well it's certainly not everything (I want a 5E Aurora's catalogue), but it does have plenty of good stuff for players and DMs alike. I recommend the book, go and get it if you play this edition. As to reviews, look around the net I'm sure they are out there. What I aim to do is sift through the pages and find some tidbits of interest to Greyhawk fans. Enjoy:

Character Options is the best part of the book. It's an extension of the core PHB options for every class, many of which were previewed in Wizard's Unearthed Arcana articles over the last couple years.

The barbarian path of Ancestral Guardian is a good one for Greyhawk characters hailing from the Ice, Snow and Frost Barbarians of the north. These people have a norse vibe to them, thus ancestors are important. I am reminded of the old magic item The Black Sails of the Schnai that summons an old ancestral spirit to aid a PC. Another good region for this path is the horse riding nomads of Ull who worship their ancestors instead typical gods.

Path of the Zealot is all about berserker action. It specifically mentions that this is a good option for followers of Erythnul and Hextor (gods of slaughter and war).

The bardic College of Glamour has ties to sylvan things like the fey. This is a good choice for elves hailing from the nation of Celene or perhaps living around the settings many Fading Lands.

The College of Swords takes bards to a more martial direction and I think that fits nicely with my ongoing Hold of the Sea Princes campaign that relies on high seas/swordplay elements.

Sadly there is only two new cleric domains in this book, Grave and Forge. Greyhawk isn't particularly known for its forge gods (unless Dwarven pantheon). Whereas the Grave domain will come in handy for those who want to make a cleric of Wee Jas the goddess of (restful) death and magic.

Fighter gets the Arcane Archer at last, a popular prestige class from 3E. This archetype can find use from the elven realms of Highfolk to the parapets of Irongate and everywhere inbetween.

Another classic D&D archetype, the Cavalier, returns. The use for this fighter option is obvious for Greyhawk given the abundance of knighthoods and noble houses in the Flanaess.

Ranger has the Gloom Stalker archetype, which fits nicely with many of Oerik's evil-plagued forests and Under-Oerth adventures.

The Inquisitive and Mastermind rogue types are perfect for those who run campaigns in the City of Greyhawk or any other place region focused on intrigue.

The Swashbuckler type for Rogues obviously goes well with my Sea Princes and south seas campaign suggestion as well.

Sorcerer Origin of Shadow Magic is good for a character coming out of the Valley of the Mage or the Dim Forest. At 6th level they can summon a Hound of the Ill Omen which many Greyhawk fans will recall from the 1EFiend Folio.

Speaking of shadow stuff, the Warlock Patron of the Hexblade is tied to entities from the Plane of Shadow as well. The same patron responsibile for creating the infamous sword Blackrazor.

Wizards get only one new tradition, the War Mage. This will of course come in handy for characters from nearly any magic using realm in Greyhawk such as Furyondy, Iuz, Keoland, the Great Kingdom and so on. War is all around.

There is a short section on Racial Feats for non-human characters. All will add flavor to your favorite elf, dwarf or yes even tiefling character.

The section on Random Encouters is an old school DM's delight; this lengthy section covers every terrain (not climate though) including urban and underdark. You can't get enough random tables.

The section on Downtime has been expanded from the core set. Now DMs can get more out of buying/selling magic items, carousing, crafting and so on in the form of Complications. Good stuff!

Magic Items? Yes sir. The DMG has many uncommon and rare items but it lacks every day magic. The Guide introduces a slew of new common magic items including a Greyhawk themed one, Heward's Handy Spice Pouch. This wondrous item does exactly what you think it does, nothing extra fancy ;)

There are some spells in the Guide too. First on the list in fact is Abi-Dalzim's Horrid Wilting, a classic from 2ETome of Magic. You may ask why I mention this spell? I personally co-opted Abi-Dalzim into Greyhawk after I noticed the named mages in toM had no backstory. Dalzim himself haunts the Ulsprue Mountains in Ull. You're welcome.

Another classic, Melf's Minute Meteors also returns for 5E. Then there is the 8th level Mighty Fortress spell which is just a temporary Daern's Instant Fortress I imagine.

Lastly, what spell list wouldn't be complete without Tenser's Transformation? Happy gaming everyone.

Blog Update

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Hey Greyhawkers. Light news day. Still working on blog content for a redesign, not sure how soon I'll have any of that updated, but in the meantime here is some dedicated pages I'm planning on adding to Greyhawkery with essential player information. If you feel I should add some new categories let me know.


  • Playable Races
  • Deities
  • Power Groups
  • Artifacts and Relics
  • Nations/Regions
  • Geography
  • History/Timeline
So far I have artifacts and deities wrote up. The others will be more time and research intensive but I hope to distill them into something easily read and referenced for new and old players alike. Wish me luck!

Oh and by the way, be sure to check out Return to Greyhawk on Twitch. These guys are amazing. Last episode involved Robilar, Iuz and god traps. You had to be there...

Poll Result: Most Dangerous Swamp

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Well met Greyhawkers! Today I am going to muse over the latest front page poll, Which Swamp is the Most Dangerous? Obviously all fantasy swamps are lethal places to venture, but in the World of Greyhawk there is an abundance of these wetlands and each has their own unique troubles and treasures. Just a side note, I know I inadvertently left the Pelisso Swamp and the Lone Heath off the list, Pelisso is located on the fringe in Hepmonaland so I'll let it slide. The Heath is small and slipped my mind entirely. Anyhow, let's get to the rest of the swamps:

Coming in first overall with a landslide 56% is the no-brain champion of Greyhawk bogs, the Vast Swamp. Located in the southeast corner of the Flanaess, the "vee-shaped" Vast Swamp is a staggering 200 miles long and 150 miles across. These waters are pooled by the surrounding Hestmark Highlands, Hollow Highlands and Spine Ridge. There is no known river outlets and sages speculate the place is drained by underground channels.


Why go here? The Vast Swamp is your typical haven for outlaws, slimy monsters and degenerate humanoids such as lizardmen and the hated bullywug. Indeed, the twisted demigod Wastri an ally of bullywug-kind is said to make his lair somewhere within the morass. Heroes could grind on monsters for quite a long time by just wandering these lowlands. However, for those wanting a quick payoff, the Vast is of course most infamous for being the resting place of the demi-lich Acererak and his Tomb of Horrors. Such a death-trap can only be considered dangerous if one goes looking for it. The high risk-high reward of this dungeon has lured many fame-seeking heroes over the years, that is why it is top on most players' and DM's wish-lists.

Next up with 12% is a tie between two mighty marshes, the Hool Marshes and the Cold Marshes. The Hool lies in the southwest Flanaess dividing the Sheldomar Valley from the Hold of the Sea Princes;  The even larger Cold Marshes lie far away to the north dividing the Empire of Iuz from the frozen realm of Blackmoor.

Why go here? The Hool is a treacherous place to navigate making it the perfect place for outlaws to hide out. Heroes would be wise not to chase too deep into the mire however as the place is not only crawling with your typical swamp critters. but also rumors have it cults devoted to Orcus and Dagon. The Hool is also the location for the modules I7 Baltron's Beacon and the Saltmarsh series U1-3. 
The Cold Marshes on the other hand, also present a natural challenge to heroes with its hoarwinds, blackfrost and magical fogs or vampiric mists. Even if these hazards can be avoided there is still evils aplenty such as winter wolves, ice toads, ice trolls, will o'wisps, specters and undoubtedly white dragons. PCs must be brave and well stocked if they wish to find fortune in the Cold Marshes.

Coming in at 8% of the vote is the VERY underestimated Trollfens. Nestled in the joint of the Griff and Raker Mountains, the chilly Trollfens is comparably small, but probably more fearsome than any swamp in the Flanaess. It's so dangerous in fact, that both the Duchy of Tenh and Theocracy of the Pale each maintain a line of keeps to guard against the fens.

Why go here? Monsters lurk in the outer fens such as gnolls and ogres, but if one truly wants to test their mettle, the locals certainly can use aid in defending against the Troll Winters which occur about every 25 years. During this time, the mists of the fens expands and hordes of trolls sweep into the bordering lands killing all in their path. Only the line of castles with their fiery defenses can hold back the incursions. One Tenha castle, Dour Pentress was once under siege for three months by 2000 trolls! What treasures may lay here you may ask? Rumor has it ruins of an old Flan settlement may hold lost magics and material wealth from a time before the spread of the fens, if one can survive going into the troll's home turf.

Next at 4% of the vote is the Rushmoors and the Greyhawk Domain's own Mistmarsh. The narrow Rushmoors collect in the meeting of the mighty Javan River and the headwaters of the Sheldomar. The Mistmarsh lies between the Cairn Hills and the Abbor Alz Mountains.

Why go here? Your typical threats live in the Rushmoors, such as bullywugs, lizardmen and bandits who would rather avoid the lawful hand of the valley's Knights of the Watch. Larger reptiles do lurk here, including aberrations like frogemoths and otyughs. The Mistmarsh by comparison is mainly rife with lizardmen tribes and packs of ghouls though lately black dragons and Sons of Kyuss are rumored to be in the area. The Mistmarsh's proximity to Greyhawk makes it a decent place for heroes to explore. The Rushmoors, while ruled nominally by Gran March is of interest to adventurers seeking lost arcana from the ancient time of the Occluded Empire of Arch-lich Vecna. This swamp is also the locale for the module N1 Against the Cult of the Reptile God.

And finally, at a measly 2% is the nasty sounding Gnatmarsh. Centrally located between Nyrond and Urnst, this large swamp is formed by the meeting of the Duntide and Nesser Rivers eventually emptying into the Sea of Gearnat.

Why go here? Yes, adventurers, many weird monsters lurk in these swamps too. If one can ignore the basic eels, alligators and swarms of insects here, they may well encounter oddities like two-headed trolls, strong bronze-skinned troglodytes or a green dragon! There may yet be treasure in this overlooked swamp which rumor has it contains its own sunken lich tomb.


I hope this article has shown there is more to Greyhawk's swamps than just the Tomb of Horrors. Happy hunting heroes!

Comic Recap: A Needfest Story

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Good news Greyhawkers, in working with my friend Maldin at Melkot.com I may soon have my entire 300+ Greyhawk Comic strip collection back in service for you to read! In the meantime, now is a good time to re-read my favorite Greyhawk parody comic of all time, A Needfest Story. Here is the intro from 12 years ago. How time flies! Enjoy.

December 22nd, 2005: Here it is! The labor of love that is my super comic Christmas special. This is the first Greyhawk Comic to star a mortal, but I think you'll agree with me that he is appropriate. There are plenty of other new deity faces in this installment as I finally branch off into hero/quasi-deities. Well enough blather, tear open this present, read it and tell your friends, I promise this one won't disappoint. -Mortellan 



 


ENCORE


ENCORE 2


How the Gruumsh Stole Needfest

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Welcome back Greyhawk fans, you've been on Santa's nice list so here is another classic Christmas (Needfest) comic of mine from over 10 years ago. I have rarely had such a good run of parody ideas than I did for the World of Greyhawk Comic strip. My theme for the Neefest specials was always to do "evil" versions of classic Christmas stories. I'm particularly proud of this one:

"December 21st 2006: Here it is! The second annual Needfest Special! Last year's 'A Needfest Story' is regarded as among my best work to date. It is certainly my favorite piece and as such it should be tough to top. Well this one goes the distance to try that. You will find some absurdities and stretches of Grey-logic but that's what the comic has always been about. No, it is not a parody of a Christmas Carol either, that would be too easy! Anyhoo, feel free to share this one with all your friends and have a Happy Needfest. Also, kudos go out to Cebrion, the mad verse editor whose love for the subject covered by this Needfest Special, has made it work out so perfectly. Enjoy! -Mortellan" 













New Greyhawk Map: Dorakaa

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Hail thee, Greyhawkers! It's still December so I got one more good post for the year and this one will knock your socks off. I'm inspired by the current exploits of the Twitch streaming group Return to Greyhawk. When they come back from their holiday break, hopefully the players or duneonmaster can make use of this ill-gotten new map I acquired on the mean streets of Dorakaa the capital city of the Empire of Iuz

"Ye Olde Travel Guide to Dorakaa" is an isometric map based on the crude keyed city map found in Carl Sargent's excellent books, Iuz the Evil and the follow-up module City of Skulls. The elements in my map are entirely from these sources and are only semi-spoilery in that any hero with half a brain should know that the city of an evil demigod is a dangerous place to visit. What's charming about the Dorakaa guide is it's intended for visitors to the city; laden with warnings and advice for gullible travelers so that they can survive the city for more than a day. See for yourself and good luck!


Random Greyhawk Lore

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 Happy New Years, denizens of Greyhawk! Today I'm going to shift into gear and entertain you all with one of my favorite D&D past times, namely grabbing random published books off my shelf and picking out an obscure bit of canon that no one has ever discussed. Let's see what we get starting with the most dense of all Greyhawk tomes:

Living Greyhawk Gazetteer (on Snow Barbarians burial customs)

"Their greatest kings and jarls have all been seafarers, beginning with Schoffmund the Strong, who defeated the Kraken of Grendep Bay. Since this day, all dead Schnai kings are interred in ships, which are ignited and set adrift on the sea."

Bonus: In the hardback Greyhawk Adventures is a wondrous item called the Black Sails of the Schnai. A great warrior who is burned on his funeral pyre can be summoned back to fight as an einheriar for the possessor of the last magical shred of his ship's sail.

City of Greyhawk Boxed Set (on Blackfair Manor's horses)

"The stables now hold over 100 breeding mares, some two dozen stallions, and perhaps 200 fillies and colts in various levels of training. The purchase price for one of the young horses is double the asking price in the High Market of Greyhawk, but generally considered worth it.
For those who take their horses very seriously, the Blackfairs may consider parting with a breeding mare, for 2000-3000 gold, approximately. Some of the stallions can be had for as little as 10,000 gp, while others have fetched five times that amount. The stud of the herd, called simply Father Black, is not for sale, though it is rumored that the lord has been offered more than 100,000 gold for that horse."

Bonus: In case you haven't done the math, all the horses of Blackfair Manor are worth a total of 570,000 gold pieces. Minimum. Remember that tidbit when you have too much treasure to spend and want to show off to your comrades, or when your DM asks your group if you want to go looking for scraps of treasure in some nearby dungeon and instead turn to a life of horse thievery.

The Scarlet Brotherhood (on the Lone Deklo)

"The solitary tree is surrounded by an open field 100 yards across. The Lone Deklo is a monstrous example of its kind, 30 feet in diameter and nearly 300 feet tall...The Lone Deklo is sentient and is effectively a sage specialized in flora, fauna and astronomical and meteorological phenomena. It can converse in a low whisper similar to the sound of wind though branches..."

Bonus: For comparison, in A Guide to the World of Greyhawk, the section on Trees (yes, Gygax created his own trees) states that a deklo tree is a massive hardwood often 15 feet in diameter and over 100 feet tall with round leaves than can sometimes span a foot in diameter.
For further comparison, the world's tallest tree on Earth is Hyperion, a sequoia at 379 feet. Sequoias have an average width of 24 feet and can live roughly 3000 years. If the Lone Deklo is half that age, it was around before the Twin Cataclysms, the Migrations and might remember the time of the elves and the ancient Flannae kingdoms.

Fate of Istus (on the origin of Jurnre the capital of the County of Ulek)

"Despite its modest size and undistinguished history, Jurnre is among the most peaceful and prosperous cities of the Flanaess. It is also one of the oldest, excepting certain settlements in Ekbir, Zeif and Tusmit that antedate the Invoked Devastation. From the time of its foundation nearly nine hundred years ago until the present day, Jurnre has been an island of stability in the turbulent stream of history...
A brief siege of the city by refugee goblins and orcs in 506 CY, at the height of the Hateful Wars, and some unsuccessful attacks by the Sea Princes sailing up the Kewl...are distant history to the human citizens of Jurnre, and even nonhumans have begun to forget. Not even the oldest gnome can remember the sight of enemies within the gates."

Bonus: Not only is Jurnre peaceful, it is quite idyllic. The County of Ulek is ruled by Archdruid Lewenn (13th level) who is quite possibly the only druid involved in Flanaess politics. His constituents are of course halflings, gnomes, sylvan elves and also the nearby Silverwood is home to treants and unicorns.

That's all for now, hope you enjoyed!


More Random Greyhawk Lore

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Howdy Greyfolk! My last post on random Greyhawk lore was so fun that I'm gonna throw some more out. Ready? Let's get to it...

Greyhawk Adventures (on Vampire Cacti)

"Vampire cacti resemble century plants, with 12 fleshy leaves each tipped with a sharp needle about 1 inch long. Sprouting from the plant's central core is a single spike rising to a height of 5-6 feet...Once every midsummer a single small flower blooms at the top of the central spike. This flower is blood-red in color. After this flower has been pollinated,  a small blood-red fruit forms. This fruit is moist and sweet-tasting, and almost irresistible to most birds...
Vampire cacti are usually surrounded by the skeletons and drained corpses of warm-blooded denizens of the desert...
Creatures of the Bright Desert, vampire cacti evolved their blod-draining abilities to help meet their water needs....Migrating birds seem to have carried the seeds of vampire cacti to the margins of the Dry Steppes, and even to the forbidding Sea of Dust...."

Bonus: In the Greyhawk Adventures: Monstrous Compendium supplement, vampire cacti are found on the "temperate desert" random encounter chart (same chance as a blue dragon or pyro-hydra). Vampire cacti are not however, found on the "tropical desert" chart.

Against the Giants: Liberation of Geoff (on adventuring party, the Golden Circle)

"The Golden Circle is an older adventuring group that has traveled much of the Flanaess. The original members first met in the City of Greyhawk and explored parts of the Cairn Hills and Rift Canyon, eventually specializing in missions that involved sneaking behind enemy lines, including one short-lived venture into the lands of Iuz....
Currently under the employ of Grand Duke Owen I of Geoff, the Golden Circle are charged with discovering a way to return the lands of Geoff to its previous owners. The whole group is currently in Pest's Crossing...
Torm is the leader of the Circle, having taken that role several years ago when their paladin departed to team up with some paladins of Mayaheine on a quest to reclaim the Shield Lands."

Bonus: In the same module, Torm (no relation to the namesake Faerun deity) is a priest of Pelor god of the sun. The Circle also includes two thieves, a ranger, and an enchanter. There is another adventuring party called the Dark Star Guardians, who are also undercover in Pest's Crossing trying to dislodge the giants.

Rary the Traitor (on the ruins of Utaa)

"Utaa was once the thriving capital of Sulm. Sand has eaten up most of the city now, leaving only a central hub of palaces and temples rising above the desert floor...from time to time, the wind reveals a building or two, allowing entrance and possible exploration...
The city is truly vast. It consists of over 100 square miles of homes, temples, castles, palaces, and every other imaginable type structure. It was swallowed up by the desert...and the city still contains substantial amounts of wealth...
The city may also serve as an entrance to or exit from the Underdark, for many of the city's palaces and castles featured deep dungeons...."

Bonus: For an ancient city, Utaa must've been the biggest city in the history of the Oerik if not Oerth. I highly doubt any other city in the Flanaess takes up 1/3 of a map hex. For comparison ruins of ancient middle eastern cities like Ur and Babylon only cover 3-4 square miles; their actual pre-ruin area thus is doubtfully as big as Utaa. For further reference, modern cities are ginormous, like New York (5400 sq. mi. metro) and Tokyo (4300 sq. mi.) Present day Rome is only about 500 sq. miles however, so it stands to reason Utaa was at least on par with one of the greatest ancient cities in our history.

The Temple of Elemental Evil (on random sentient swords)

"When developing encounter areas...use items from the following table if magical treasure is indicated by random roll...

  • Longsword +1 'Snoop'...AL NG, Int 13...can detect invisible and detect magic...
  • Scimitar +1 'Schakha'...AL LN, Int 14...speaks azer, giant, common, human common (?) and dwarf..."

Bonus: (spoiler) The same module has several other more powerful sentient/aligned swords that are non-random. Good luck finding them, yet your chances of locating those are better than the 1 in 100 chance of stumbling onto one of the two blades above. Side note, a weapon that speaks azer is pretty damn rare (they are an elemental fire race first seen in the MM2) and useful in this module. Plus, I'm rusty on AD&D, what is human common versus regular common?

That's all for this installment. Happy exploring!

Listen to Me Talk Greyhawk

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Hey Greyhawk fanatics! Today was a special day because I was the FIRST guest on a new live stream talk show about all things Greyhawk called Tales From the Green Dragon, hosted by DM Shane of Return to Greyhawk. We covered a lot of topics (including the Green Dragon Inn) and interacted with our live viewers on Twitch. I had a good time and look forward to next week's installment.

For those who missed out, you can see the replay HERE.

Poll Results: Which Barbarian to Play

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Welcome home fans of Greyhawk. Today I'm musing over my latest front page poll, Which Northern Barbarians Would You Play? This poll was open to multiple voting since there is so many choices and some are similar. While the north is very full of barbarians cultures, please note the Flanaess also has barbarians in in the middle (Bright Desert) and in the south (Amedio/Hepmonaland). At any rate, let's see what makes these barbarians special for your player characters.

Topping the list barely at 26% of voters is the Frost Barbarians (Fruztii). Kin of the Snow and Ice, the Fruztii speak the Cold Tongue (Fruz) and live on the Thillonrian Peninsula, or as the barbarians call it, Rhizia. Frost barbarians are allies to the land of Ratik in addition to the dwarves and gnomes of the mountains. Frost barbarians hate the Great Kingdom, Iuz, Stonehold the Sea Barons and especially Bone March. Normally content to raid the coasts by ship, many years ago the Fruztii led raids with their Suel kin into Bone March and were soundly defeated. Taking most of the losses the Frost were diminished, now deferring to the Snow somewhat in politics.

Why choose a Frost Barbarian? The Fruztii are the most typical of your northern "vikingesque" barbarians in the World of Greyhawk. Fruztii is closer and borders more nations than any other putting your character within easy travel distance of home. There is no shortage of enemies for your barbarian and the familiarity with demihumans is a plus when putting your fellowship together.

Next at 25% of voters is the Rovers of the Barrens and the Wolf Nomads. These two are a synergistic pair because of their history of conflict. The Rovers, a Flannae tribe, lived on the bleak northern prairies for centuries before the Twin Cataclysms brought Suel, Oerid east, but only the Baklunish-Oerid Wolf Nomads challenged the horse-riding Rovers for the north. The Wolf Nomads (Wegwuir) migrated around the Yatils along with their Tiger cousins to the north steppes. Only the presence of the Rovers halted the advance of the Relentless Horde.
The Wegwuir are also powerful hunting horse riders and they skirmished with the Rovers for decades yet the arrival of Iuz put a wedge between these barbarians giving them a common enemy. By then however the Rovers had been diminished and isolated as a population, while the Wegwuir were also contained despite a victory versus Iuz at the Battle of Blackwater Bend.

Why Choose a Rover of the Barren? This type of barbarian would defeinitely be in tune with nature and survival in the wilderness. In fact, the Rovers are also known as Wardogs. In some publications, these hunters have an Great Plains American Indian feel. Rovers would not only be good barbarian class members, but given their Flan heritage, good druids and rangers as well.

Why Choose a Wolf Nomad? These are your Mongol horsemen analogs. If you are looking for a character skilled in mounted combat and archery, you can't go wrong with the Wegwuir. Their hatred of Iuz is probably equal to that of Furyondy and the elves of Vesve Forest as well giving your character a good reason to travel beyond the steppes.

Following closely on the heels (or hooves) of the Wolf Nomads at 23% is the Tiger Nomads (Chakyik). Cousins of the Wegwuir, they were once one big Relentless Horde until their ruler died and the two tribes split, with the Tiger ending up cornered in the northwest between the Wolf and the civilized lands of Ekbir. The Chakyik like the Wolf have their own Baklunish dialect (Ordai) and are renowned horsemen. The Chakyik are friends of no nation, even Iuz who once proposed an alliance. For now the Tiger Nomads live in relative stability, either trading with (or raiding) barbarians and civilized people alike.

Why Choose a Tiger Nomad? Culturally you'll be the same as a Wolf Nomad except their thematic totem animals. Chakyik have more animosity to the Baklunish than Iuz given their proximity. Also as a strange twist, the ruler of the Tiger dabbles in illusion magic, so a wizard/sorcerer from the Tiger Nomads isn't out of bounds. One more tidbit, the Chakyik are supposedly the most accomplished archers in the north if that is your character's focus.

Tied at 13% of voting is the Snow Barbarians (Schnai) and the Stonefist barbarians of Stonehold. The Schnai are arguably the strongest of the three Suel barbarian clans, living on the fjords of Rhizia and the highlands of the Corusk Mountains. The Schnai are the most capable seafarers, known for exploring and their martial prowess. Snow barbarians have few friends, but they have plenty of enemies, such as the Great Kingdom whom they raid, or at sea with the rival Sea Barons, the Stonefists to the west, and inland they themselves have to contend with giants. Schnai heroes are known for their funeral pyre at sea custom.

Meanwhile, Stonehold is home to barbarians of a different sort. These fierce nomads hunt, herd and live on the tundra or in forest villages. Formerly ruled by the Coltens Feodality, a bandit ruler nicknamed Stonefist was banished here and soon attracted other evil bandits and barbarians to his side then wrested control of the lands from the local nomads. The Fists are the best of the hold's warriors, gaining higher position through the annual Rite of Battle Fitness. For a time Stonehold allied with Iuz and thus because of their invasions are not liked in any neighboring land.

Why Choose a Snow Barbarian? If you want to build an imposing, noble, axe or swordsman this is a good choice for homeland. As mentioned above, you'll also be able to have a background in seafaring. Schnai know the cold tongue like their kin, but could also learn giant as an extra language. Snow barbarians don't lack for enemies and given their range in explorations, can be found anywhere in the Flanaess.

Why Choose a Stoneholder? If you want to play a barbarian with an evil tilt then perhaps a Fist is your character. Some Stoneholders also know the cold tongue but have Flannae blood well. Given their ferocity in combat barbarian class is a prime choice. Stoneholders live in harsh terrain so might your character would want good survival and nature skills. Adventuring groups however, should be wary of having a Stoneholder barbarian in their mix, though they will have revenge in mind versus Iuz.

Lastly at 9% is the underrated Ice Barbarians (Cruskii). The Cruskii or Ice Clan, are the most brave of the three clans. They live among the tundra of the northernmost part of Rhizia and are also capable seafarers on the Icy Sea or the Solnor Ocean. Though less numerous as a people, the Cruskii take part in many raids with their kin making enemies of places like the Great Kingdom who couldn't find these barbarians on a map. Cruskii are pure Suel and because of this, were at one time entreated by the Scarlet Brotherhood for an alliance.

Why Choose an Ice Barbarian? If you want a viking-like barbarian from a very remote homeland, this is your choice. Ice babarians make good berserkers having to fight both Fists and giants often. Their survival and seafaring skills cannot be stated enough. Ice barbarians have few friends, but in a group of northerner characters they can be perhaps the most loyal.

That's all for now. See you after the next poll!

Adventuring in the City of Greyhawk

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Greetings Greyhawk fans! It's a slow week so I'm here to tell you a bit about my home campaign. We recently wrapped up playing the first two modules in Tales From the (Green Dragon) Yawning Portal, and have now returned to the City of Greyhawk to indulge in some old school down time activities and urban intrigue. I am using the City of Greyhawk boxed set, Greyhawk the Adventure Begins and the updated city map by Denis Tetreault which you can find here.
So far our two dwarven cousins Marya Hammerfist and Korgan Crag have made connections in the Greyhawk dwarven community (including tax collector Glodreddi Bakanin's crew) and got a job defending the Silver Garter from preachy Pholtus priests. Tiefling fighter Bravos has reconnected with his mother in the Artisan Quarter (a first for me) and confronted the Pholtans on their own turf. Halfling rogue Minchy and tiefling warlock Everleigh Strongbow have made their presence known at the Thieves' Guild Hall and Everleigh is using Bravos' mother as day care for her adopted goblin baby. All this before, the group is invited by a con artist to a neighborhood called Odd Alley in the Old City for an important counter-offer away from the Silver Garter. Odd Alley is well, weird. Time runs differently there and the shops are more exotic than elsewhere in the city. Based on a location in one of Gygax's novels, I may do a write-up on this area someday. At the end of the alley in an abandoned building they fought a "door" mimic. So far so good, eh?

It's been a long time since I've ran Greyhawk urban sessions (recent years focused on the Sea Princes). I used to do this sort of stuff almost exclusively. Urban adventures are a slow build up, as hooks and subplots are created almost randomly through roleplay and actions taken by my players. It's how sandbox games should done, and the city is the only place I've felt comfortable running one. I'm not sure how long I'll be running them around the streets of Greyhawk, but when I'm ready I am eyeing White Plume Mountain as their next big venture. Wish them luck!

One last, very important news tidbit. Do you like video games? Have you ever tried watching live-streams of video games? Okay, well there is no one I know more fun to watch than my good friend, the multi-talented, awkwardly regal, xb0shi3x. I mean, who else regularly cosplays for her D&D sessions? Check out her stream on Twitch twice a week, and subscribe, you'll be glad you did!


Mordenkainens Tome of Foes

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Good morning Greyhawkers! I had to get up extra early to talk about this breaking news already scorching across the internet: In May, D&D is releasing Mordenkainen's Tome of Foes. Following on the heels of the very good accessory, Xanathar's Guide to Everything, this book is surely going to be a hit with fans of 5E. From the product's blurb:

"Discover the truth about the great conflicts of the D&D multiverse in this supplement for the world’s greatest roleplaying game.

This tome is built on the writings of the renowned wizard from the world of Greyhawk, gathered over a lifetime of research and scholarship. In his travels to other realms and other planes of existence, he has made many friends, and has risked his life an equal number of times, to amass the knowledge contained herein. In addition to Mordenkainen’s musings on the endless wars of the multiverse, the book contains game statistics for dozens of monsters: new demons and devils, several varieties of elves and duergar, and a vast array of other creatures from throughout the planes of existence."

So let's get this out of the way, this is a multiverse book not a Greyhawk book. I highly doubt it has anything remotely to do with "foes" of Mordenkainen. We do know from 2E Mordy likes to study planar subjects though so I fully expect alot of old 2E era  Planescape, Blood War type stuff to appear in this. The elf and duergar race bit is probably the stuff they've already been playtesting via their Unearthed Arcana articles. They claim its not a Monster Manual, but it feels like one, or at least half-monster/ half-planar guide which wouldn't be bad. I would also hope there is some cool magic items. Can't go wrong there. So yes I'll buy this book and not just because the cover has Mordenkainen shilling for it (I never bought 4E Mordenkainen's Magnificent Emporium).

Not so idle thoughts beyond the book: what does this mean for the DMsGuild and content creators yearning for Greyhawk? Keep an eye on that site for next several months I guess. If I see Mike Mearls at Garycon in March though I'd be keen to ask if having Mordenkainen's name slapped on the cover makes him viable to use by DMsGuide rules? (not to mention this is his second 5E appearance, ahem) I've mused Tales From the Yawning Portal could be a loophole for Greyhawk creators due to the books content, so if not then, surely now with this book's cover? How much Greyhawk can they tease us with and still keep it buried? Let's hope Tome of Foes is a groundbreaking publication in more ways than one...

Watch Me Do Art on Twitch

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Hey faithful Greyhawkers. I'm gonna try out something new: live streaming art and map making. I've been into Twitch lately (you may have seen my interview on the Green Dragon Inn) so I'm going to try and bridge some of my audience, namely streamers and Greyhawk fans. Be sure to check me out and follow. I'll most likely be tying alot of my Greyhawkery and Castle Greyhawk comic content into this channel with the added bonus that you can chat Greyhawk and stuff with me live! Hope to see you then, enjoy!


Ideas For Greyhawk Maps

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Good day Greyfriends! It's a slow week, but I am heartened by the uptick I've been seeing of Greyhawk community interest online. Whether its because of the token announcement of a Mordenkainen book I don't know, but hopefully the likes ofAnna Meyer, Return to Greyhawk, Greyhawk Grognard, Greyhawk Reborn and variousFacebookgroups can keep pushing Wizard's buttons. For my own part, you know I have more projects than I can handle, so let's create some more. Here is some ideas for various Greyhawk themed maps I'd love to see or create myself:

Updated Resource Map. The small map in the 1980/1983 Greyhawk Guide showing regional resources of the Flanaess is one of my favorites. The LGG updated each nation's resources with new entries like livestock and ship building. A new map with this info is high on my list of DM utility maps.

Battle Maps. This one is also a long term dream of mine. We've all seen the Flanaess map that shows the migrations, but it would be just as interesting and informative to see the direction of various battles and wars. Just hearing about the Battle of Emridy Meadows, the Short War or the Hateful Wars is nice, but where do these forces originate and what direction do they advance or retreat? A simple themed map with arrows can teach players about the conflict faster than a long, boring treatise on the subject.

Ancient Flanaess Maps. Another handy map for history lessons on the fly. What did Eastern Oerik look like 500 years ago? 1000? and so on. I've meddled in making one before but the research of canon often shuts me down. A good example, someone once made an amazing series of maps showing the evolving size of the Great Kingdom of Aerdy. (map to the left) I need to find the link to this map. Also what DM wouldn't like to know what the Flanaess looked like when elves and dwarves held sway? Or ancient Flannae civilizations? There would even be geographical differences, like larger forests or cities that are now ruins. The applications for such maps are unlimited.

Update: Got a link to those historical maps here courtesy of Greyhawk Grognard (thanks Joseph).

Magic Aura Map. This one is extreme so bear with me. It would be daunting to research but fun to see all the magical sites (such as Tovag Baragu and other permanent gates) and ley lines (sites of druids, lost lands, wizards towers, etc) and lingering auras (Dry SteppesSea of Dust)  present in the Flanaess, all charted on the map somehow in levels of intensity. The utility is that wizards would know which areas to go or avoid in a general arcane knowledge sense.

Monster Hunting Maps. How about a reference map for common D&D monsters for PCs use in game? You could have areas marked where dragons or giants are found and what type. Heck you could even get create and tag owlbears, ogres or otyughs. Anything! Hand that out to hack n slash players and let them pick a destination.

Population Density Map. This one I've done before with a color coded population density map of the Great Kingdom based on data from Ivid the Undying; unfortunately it was hand drawn and crude (see to the left). I'd love to see one of the entire Flanaess someday. This type of map is more informative and esoteric, something only a hardcore Greyhawk DM's could care about. However, such a map would be easy to show to players to tell them, yes you are traveling to a populated area or no you are heading into wilderness, without need of a history or politics lesson.

That's all I got for now. Anyone else have some crazy ideas for a Greyhawk themed map?

World of Greyhawk Largest Cities

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Welcome again Greyhawk fans. Today I'm taking a break from otherwise more important projects to discuss a random subject that came to mind while I was reading about the Free City of Greyhawk. In the lands of the Flanaess, Greyhawk is considered the largest single city in population. It's a hub of trade, knowledge, adventure and more given its central location on the map. For those reasons the World of Greyhawk setting bases everything around this city's point of view. Put simply we are supposed to consider Greyhawk as the most important city. But if it wasn't the largest city in population would that take away from the Gem of the Flanaess' grandeur?

In the United States, where D&D was originated, we consider New York City as the finest, most important metropolis in the world. That's our point of view here. It's certainly the most populous city in the US. But in the world? It's not top ten. It's not even top 20. It's not even the biggest on its own continent. Does any of this census stuff lessen the city's standing in the world to anyone? It is definitely more influential than over half the cities ahead of it. Let's look at the Flanaess' biggest cities and see if Greyhawk holds up in the population department.

 Note: the first list is from Gygax's 1983 Guide, the second list is 2000's Living Greyhawk updated population figures.

Greyhawk 58,000 

Greyhawk 69,500
Rel Mord 46,500 

Ekbir 63,700
Irongate 44,000

Rel Astra 61,000
Dyvers 42,000

Dyvers 52,000
Rauxes 41,000

Irongate 51,400
Zeif 40,300

Gradsul 49,400
Rel Astra 39,800

Rel Mord 46,500
Radigast City 39,100

Radigast City 44,800

Ekbir 29,400

Zeif 43,500
Eastfair 29,100

Dorakaa 40,000
Looks like having the biggest population does matter for the City of Greyhawk as it stays in first. The actual population of Rel Astra in the Guide is questionable, could be 63,000 making it 1st overall but since the LGG has it at 61k I believe the 39,800 is correct or is at least an attempt to clear up that confusion. Irongate and Dyvers are consistently top 5 as they should be. Both these cities could easily be alternative urbans centers for DMs tired of the same Greyhawk setting. 

Dorakaa's inclusion in the Top 10 of the LGG is dubious since its only 10k in the 1983 Guide. Rauxes falls out of the list because it is blown up after the Greyhaw Wars. And lastly, why does nearly every major city in Greyhawk get a population boost by the authors of the LGG except Rel Mord which stays exactly the same? Ekbir got a huge population boost knocking the capital of Nyrond down the list. This is unfortunate because Rel Mord in many ways should be 2nd only to Greyhawk. At any rate, draw your own conclusions. For now, Greyhawk is and shall remain king.

750th Post: New Greyhawk Hex Map

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Hello Greyhawk fanatics! Today marks my 750th post on Greyhawkery! Wow! So I've been blogging for two editions of D&D now and doing art for three. For this milestone post I'm going to display my finished color map of the Kester Environs that I drew during my art-stream on Twitch last week. This map shows the details of a single hex taken from the Darlene map (paper courtesy of Blackblade Publishing). Namely the town of Kester in Ull. If anyone is interested I have the original black and white file too. Also, hopefully next week I will have another art stream (still working out the bugs), just click my link and follow GreyhawkMike. Until then check out Kester's Environs.


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